RavEngine
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physx::PxSceneLimits Class Reference

Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits). More...

#include <PxSceneDesc.h>

Public Member Functions

PX_INLINE PxSceneLimits ()
 constructor sets to default
 
PX_INLINE void setToDefault ()
 (re)sets the structure to the default
 
PX_INLINE bool isValid () const
 Returns true if the descriptor is valid.
 

Public Attributes

PxU32 maxNbActors
 Expected maximum number of actors.
 
PxU32 maxNbBodies
 Expected maximum number of dynamic rigid bodies.
 
PxU32 maxNbStaticShapes
 Expected maximum number of static shapes.
 
PxU32 maxNbDynamicShapes
 Expected maximum number of dynamic shapes.
 
PxU32 maxNbAggregates
 Expected maximum number of aggregates.
 
PxU32 maxNbConstraints
 Expected maximum number of constraint shaders.
 
PxU32 maxNbRegions
 Expected maximum number of broad-phase regions.
 
PxU32 maxNbBroadPhaseOverlaps
 Expected maximum number of broad-phase overlaps.
 

Detailed Description

Class used to retrieve limits(e.g. maximum number of bodies) for a scene. The limits are used as a hint to the size of the scene, not as a hard limit (i.e. it will be possible to create more objects than specified in the scene limits).

0 indicates no limit. Using limits allows the SDK to preallocate various arrays, leading to less re-allocations and faster code at runtime.

Member Function Documentation

◆ isValid()

PX_INLINE bool physx::PxSceneLimits::isValid ( ) const

Returns true if the descriptor is valid.

Returns
true if the current settings are valid.

The documentation for this class was generated from the following file: